﻿package frEngine.shader.filters
{

    public class FilterPriority extends Object
    {
        public static const vertex:int = 10;
        public static const fragment:int = 12;
        public static const vertexNormal:int = 25;
        public static const BitmapAlphaMask:int = 80;
        public static const InflateFilter:int = 88;
        public static const Md5EdgeFilter:int = 90;
        public static const BlightFilter:int = 102;
        public static const ColorLightFilter:int = 104;
        public static const HerizionKillFilter:int = 130;
        public static const SecondRollTexture:int = 135;
        public static const LightFilter:int = 140;
        public static const PlayerLightFilter:int = 145;
        public static const PlayerBackLightFilter:int = 146;
        public static const RimLightFilter:int = 150;
        public static const UnderLevelFilter:int = 151;
        public static const TangentNormalMapFilter:int = 152;
        public static const SimpleWaterNormalFilter:int = 153;
        public static const EnvMapFilter:int = 154;
        public static const BasicSpecularFilter:int = 155;
        public static const BasicDiffuseMethod:int = 156;
        public static const FogFilter:int = 157;
        public static const OutLightingFilter:int = 200;
        public static const UVMaskFilter:int = 1000;
        public static const JXmohuFilter:int = 1100;
        public static const DeathGreyFilter:int = 1101;
        public static const PeGlowCullFilter:int = 1110;
        public static const SpaceWarpFilter:int = 1150;
        public static const PeGlowBlurFilter:int = 1180;
        public static const PeGlowLightFilter:int = 1200;
        public static const ColoredScreenFilter:int = 1300;
        public static const offsetTransformFilter:int = 2000;

        public function FilterPriority()
        {
            return;
        }// end function

    }
}
